Canceling asio timers has bad semantics, and causes loads of trouble. Therefore, cancelled timers are simply marked as such, and the asio callback is silently ignored. This fixes several crashes, if players were removed from a game due to an error, because some timers were not cancelled. *sigh* This one took a lot of nerve.

This commit is contained in:
lotodore committed 2009-06-07 23:25:13 +00:00
1 parent a6146399d4
commit c8594e8e7b
10 files changed
+56 -44

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+8 -8
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@@ -400,7 +400,7 @@ ServerGameStateInit::TimerAdminWarning(ServerGame &server)
server.GetLobbyThread().GetSender().Send(session.sessionData, warning);
}
// Start timeout timer.
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
SERVER_GAME_ADMIN_WARNING_REMAINING_SEC * 1000,
boost::bind(&ServerGameStateInit::TimerAdminTimeout, this, boost::ref(server)));
@@ -701,7 +701,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
server.SendToAllPlayers(allIn, SessionData::Game);
curGame.getCurrentHand()->setCardsShown(true);
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
SERVER_SHOW_CARDS_DELAY_SEC * 1000,
boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
@@ -710,7 +710,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
{
SendNewRoundCards(server, curGame, newRound);
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
GetDealCardsDelaySec(server) * 1000,
boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
@@ -741,7 +741,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
// If the player is computer controlled, let the engine act.
if (curPlayer->getMyType() == PLAYER_TYPE_COMPUTER)
{
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
SERVER_COMPUTER_ACTION_DELAY_SEC * 1000,
boost::bind(&ServerGameStateHand::TimerComputerAction, this, boost::ref(server)));
@@ -750,7 +750,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
else if (!server.GetSessionManager().IsPlayerConnected(curPlayer->getMyName()))
{
PerformPlayerAction(server, curPlayer, PLAYER_ACTION_FOLD, 0);
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
SERVER_LOOP_DELAY_MSEC,
boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
@@ -833,14 +833,14 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
else if (playersWithCash.size() == 1)
{
// View a dialog for a new game - delayed.
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
SERVER_DELAY_NEXT_GAME_SEC * 1000,
boost::bind(&ServerGameStateHand::TimerNextGame, this, boost::ref(server)));
}
else
{
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
SERVER_DELAY_NEXT_HAND_SEC * 1000,
boost::bind(&ServerGameStateHand::TimerNextHand, this, boost::ref(server)));
@@ -855,7 +855,7 @@ ServerGameStateHand::TimerShowCards(ServerGame &server)
Game &curGame = server.GetGame();
SendNewRoundCards(server, curGame, curGame.getCurrentHand()->getCurrentRound());
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
GetDealCardsDelaySec(server) * 1000,
boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));